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This study investigates the limitations of VR equipment design for learning spaces, specifically online environments. Presented are the findings of an exploratory study that examined the immersion, ease of use, and physiological and emotional experiences of seven university students participating in a 30\u201360\u00a0min VR session. Given the small sample size, the findings were analyzed with descriptive statistics and qualitatively. The results revealed that participants recognized the potential of VR as a teaching and learning tool, while also identifying certain limitations associated with health and safety. To supplement this analysis, a post-hoc Wilcoxon rank test was conducted which suggested a critical\n                    <jats:italic>t<\/jats:italic>\n                    yielding significance (\n                    <jats:italic>p<\/jats:italic>\n                    \u2009&lt;\u2009.05) of the role of VR equipment design in use for online spaces. 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